Karateka 2: Difference between revisions

159 bytes added ,  21 September 2020
m
For now only edited to use the new Controls and Timing templates. Will hopefully get a new infobox soon enough.
(Adding categories)
m (For now only edited to use the new Controls and Timing templates. Will hopefully get a new infobox soon enough.)
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{{Minigame infobox
{{Minigame infobox
|Name = {{PAGENAME}}
|Name = {{PAGENAME}}
|Debut = Rhythm Tengoku
|Number = 37
|jname = カラテ家 2
|jname = カラテ家 2
|rname = Karateka 2
|rname = Karateka 2
|image = [[File:Karate_Man_GBA.PNG|240px]]
|image = <tabber>Rhythm Tengoku=[[File:Karate_Man_GBA.PNG|240px]]</tabber>
|BPM = Varies
|BPM = 119 (Base, shifts)<br>150<br>140.5 (Base, shifts)
|Reward = Samurai Drum}}
|Debut = Rhythm Tengoku
|Number = [[File:ConsoleGBA Icon.png|20px]] 37
|Reward = [[File:ConsoleGBA Icon.png|20px]] "[[Studio#Drum List|さむらいドラム]]" ''(Samurai Drum)''
}}
 
{{Nihongo|'''Karateka 2'''|カラテ家 2|Karateka 2}} is the 37th game in ''[[Rhythm Tengoku]]'' and is the arrange variant of [[Karate Man Returns!|Karateka]]. It plays the exact same way as the first one, however, there are major tempo changes in the song to throw the player off track.
{{Nihongo|'''Karateka 2'''|カラテ家 2|Karateka 2}} is the 37th game in ''[[Rhythm Tengoku]]'' and is the arrange variant of [[Karate Man Returns!|Karateka]]. It plays the exact same way as the first one, however, there are major tempo changes in the song to throw the player off track.
==Gameplay==
==Gameplay==
[[File:Karate_Joe_2_(GBA).png|thumb|240px]]
[[File:Karate_Joe_2_(GBA).png|thumb|240px]]
In this game, it plays the same song like the prequel, but there are major tempo changes during the song that can throw you off track, and even slowing down the flying objects' tempo or even faster them up.
In this game, it plays the same song like the prequel, but there are major tempo changes during the song that can throw you off track, and even slowing down the flying objects' tempo or even faster them up.
==Controls==
 
*A: Punch
{{Controls|A = Punch}}
==Timing Notes==
{{Timing|Ace! = Karate Joe punches the object off-screen. The Flow Gauge goes up by one. If the player punches a rock or bomb when the Flow Guage is too low, he will hurt his fist, counting as a miss instead.|Early!/Late! = Karate Joe mistimes the punch, causing him to wince as the object lands on the ground just in front of him. The Flow Guage goes down by one.|Miss... = Karate Joe gasps as the object flies past him. The Flow Guage is emptied completely.}}
*Hit: Karate Joe will punch the object off-screen. The Flow bar will increase by one.
*Barely: Karate Joe will wince as the object lands on the ground just in front of him. The Flow bar will decrease by one. '''A barely counts as a miss.'''
*Miss: Karate Joe will gasp as the object flies past him. The Flow bar will deplete completely. When punching a rock, if the Flow bar is not high enough, Karate Joe will gasp as the object falls to the ground and his fist will be colored red.
==Results==
==Results==
{{Results
{{Results
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|jname = カラテ家 2 2P
|jname = カラテ家 2 2P
|rname = Karateta 2 2P}}
|rname = Karateta 2 2P}}
Karateka 2 also appears in the 2P mode of ''[[Rhythm Tengoku (Arcade)]]'' where it is referred to as {{Nihongo|'''Karateka 2 2P'''|カラテ家 2 2P|Karateka 2 2P}}. It plays the same as the 1P version, except it has a split screen display to accommodate the second player. As a consequence of this design, the flow gauge remains off screen for both players.
Karateka 2 also appears in the 2P mode of ''[[Rhythm Tengoku (Arcade)]]'' where it is referred to as {{Nihongo|'''Karateka 2 2P'''|カラテ家 2 2P|Karateka 2 2P}}. It plays the same as the 1P version, except it has a split screen display to accommodate the second player. As a consequence of this design, the flow gauge remains off screen for both players.
<gallery>Karate Man 2 Arcade2-P.PNG</gallery>
<gallery>Karate Man 2 Arcade2-P.PNG</gallery>
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